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Collected and moved existing camera infrastructure from game.cpp to camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
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13 changed files with 428 additions and 209 deletions
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src/camera.cpp
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src/camera.cpp
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "camera.h"
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#include "debug.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "player.h"
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#include "utility.h"
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#include <cmath>
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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m_cameranode(NULL),
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m_draw_control(draw_control),
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m_viewing_range_min(5.0),
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m_viewing_range_max(5.0),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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m_aspect(1.0),
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_wanted_frametime(0.0),
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m_added_frametime(0),
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m_added_frames(0),
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m_range_old(0),
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m_frametime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_anim_left(0)
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{
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dstream<<__FUNCTION_NAME<<std::endl;
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_cameranode = smgr->addCameraSceneNode(m_playernode);
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updateSettings();
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}
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Camera::~Camera()
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{
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}
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void Camera::step(f32 dtime)
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{
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}
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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{
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if (m_playernode == NULL || m_cameranode == NULL)
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return;
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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// Just so big a value that everything rendered is visible
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// Some more allowance that m_viewing_range_max * BS because of active objects etc.
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m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
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m_camera_position = player->getEyePosition(); // TODO bobbing
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m_cameranode->setPosition(m_camera_position);
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m_camera_direction = v3f(0,0,1);
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m_camera_direction.rotateYZBy(player->getPitch());
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m_camera_direction.rotateXZBy(player->getYaw());
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + m_camera_direction * 100.0);
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// Render distance feedback loop
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updateViewingRange(frametime);
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// Check if view bobbing is active
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v3f speed = player->getSpeed();
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f32 epsilon = BS / 1000.0;
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if (speed.X * speed.X + speed.Z * speed.Z > epsilon*epsilon &&
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speed.Y < epsilon &&
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g_settings.getBool("view_bobbing") == true &&
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g_settings.getBool("free_move") == false)
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{
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// The player seems to be walking on solid ground.
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// Enable view bobbing.
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//dstream << "View bobbing active" << std::endl;
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}
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else
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{
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//dstream << "View bobbing inactive" << std::endl;
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}
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}
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void Camera::updateViewingRange(f32 frametime_in)
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{
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if (m_draw_control.range_all)
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return;
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m_added_frametime += frametime_in;
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m_added_frames += 1;
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// Actually this counter kind of sucks because frametime is busytime
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m_frametime_counter -= frametime_in;
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if (m_frametime_counter > 0)
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return;
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m_frametime_counter = 0.2;
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dstream<<__FUNCTION_NAME
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<<": Collected "<<m_added_frames<<" frames, total of "
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<<m_added_frametime<<"s."<<std::endl;
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dstream<<"m_draw_control.blocks_drawn="
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<<m_draw_control.blocks_drawn
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<<", m_draw_control.blocks_would_have_drawn="
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<<m_draw_control.blocks_would_have_drawn
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<<std::endl;
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m_draw_control.wanted_min_range = m_viewing_range_min;
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m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
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if (m_draw_control.wanted_max_blocks < 10)
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m_draw_control.wanted_max_blocks = 10;
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f32 block_draw_ratio = 1.0;
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if (m_draw_control.blocks_would_have_drawn != 0)
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{
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block_draw_ratio = (f32)m_draw_control.blocks_drawn
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/ (f32)m_draw_control.blocks_would_have_drawn;
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}
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
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m_added_frametime = 0.0;
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m_added_frames = 0;
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f32 wanted_frametime_change = m_wanted_frametime - frametime;
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dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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// If needed frametime change is small, just return
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if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
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{
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dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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return;
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}
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f32 range = m_draw_control.wanted_range;
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f32 new_range = range;
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f32 d_range = range - m_range_old;
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f32 d_frametime = frametime - m_frametime_old;
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if (d_range != 0)
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{
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m_time_per_range = d_frametime / d_range;
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}
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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//f32 min_time_per_range = 0.0015;
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f32 min_time_per_range = 0.0010;
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//f32 min_time_per_range = 0.05 / range;
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if(m_time_per_range < min_time_per_range)
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{
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m_time_per_range = min_time_per_range;
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dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
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}
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else
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{
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dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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}
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f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
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// Dampen the change a bit to kill oscillations
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//wanted_range_change *= 0.9;
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//wanted_range_change *= 0.75;
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wanted_range_change *= 0.5;
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dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
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// If needed range change is very small, just return
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if(fabs(wanted_range_change) < 0.001)
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{
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dstream<<"ignoring small wanted_range_change"<<std::endl;
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return;
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}
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new_range += wanted_range_change;
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f32 new_range_unclamped = new_range;
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new_range = MYMAX(new_range, m_viewing_range_min);
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new_range = MYMIN(new_range, m_viewing_range_max);
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dstream<<"new_range="<<new_range_unclamped
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<<", clamped to "<<new_range<<std::endl;
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m_draw_control.wanted_range = new_range;
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m_range_old = new_range;
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m_frametime_old = frametime;
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}
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void Camera::updateSettings()
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{
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m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
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m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
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m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
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m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
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f32 fov_degrees = g_settings.getFloat("fov");
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fov_degrees = MYMAX(fov_degrees, 10.0);
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fov_degrees = MYMIN(fov_degrees, 170.0);
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m_fov_y = fov_degrees * M_PI / 180.0;
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f32 wanted_fps = g_settings.getFloat("wanted_fps");
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wanted_fps = MYMAX(wanted_fps, 1.0);
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m_wanted_frametime = 1.0 / wanted_fps;
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}
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